Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3492238562&searchtext=
uhm.. I dont remember .. but I have code to spawn the teleporato parts in existing worlds in my teleportato mod... not sure about the adventure ...
But going on an adventure will delete your current world anyway and you can not bring any items from your current world into the adventure. So you can also just start a new world for the adventure mod.
As soon as an update added the "unsafedata" folder within the "data" folder of the game installation folder, I can fix this mod. Right now it is still not there.
(although it should simply start the first world again and again, not disconnect.. but not worth to investigate until there is no solution to the devs change)
I think there is a reason why DarXero (who wrote this complicated part) used io instead, while he used TheSim:SetPersistentString for storing the component data like inventory of players between the worldjump.
A user in the linked klei forum wrote that this may be because TheSim does not exist yet in modworldgenmain, so at the time we need it before the world is created.( https://forums.kleientertainment.com/forums/topic/163361-game-update-651414/?do=findComment&comment=1790908 )
https://forums.kleientertainment.com/forums/topic/163361-game-update-651414/
This will also break other more advanced mods, especially mods that saved data outside of a specific save (like base projector). Luckily saving the inventory and stuff from the Teleportato mod still seems to work.
But it currently breaks world progression of adventure mod. I'm no programmer, so I currently don't know what workarounds are available.
The mod does use "io.open()"to open the "adventure" file in the mod folder and write there between the worldjumps which world should be loaded next. This writing to file does not work anymore, so devs seems to forbid it now.
Anyone knows if the devs added an alternative? Maybe only allowing writing to files at specifc location or so?
Since my latest update of the mod is quite old, it most likely means that the devs did some incompatible world generation code changes...
If this is the case a fix can take a while, because this is super complicated stuff and I'm not into DST modding currently..
If you have any source from changelogs/devs what was changed in regards to world generation, let me know
It just started today, as well
I have all configurations set to the default values for the mod, and I have caves disabled as well.
It should be fixed now, so it should be ok again to also have caves enabled, but this only makes sense if you use "weorldsettings" as maxwell door option, since adventure has no caves anyway.
I now get the problem.
You all are having "CAVES" enabled?!?!?!?
This mod has no caves. It should work also with caves enabled (and this code broke it seems), but this just wastes CPU ressources, since there will be no way to enter caves.
Solution:
Do not enable caves!
(and none of you already told me for which world they have problems)
And as I said and just again confirmed: For me the mods work on default settings, so "preconfigured" works just fine.
Solution to fix to set the setting "Custom Maxwells Door" to "worldsettings" by default.
But regardless how you host, I have absolutely no idea what this error means, so o clue how to fix (specially difficult because I can not reproduce it)
Are you hosting a dedicated server? Please try it with a normal local world.
For me it looks like a special problem in combination with dedicated servers and I have zero knowledge about this.
So in case anyone knows how to set up the mod for dedicated servers or what I can fix, let me know
{LINK REMOVED}https://pastebin.com/hGKgCh6U
Then please try again and send me the client_log.txt after ~3 minutes world generating, you find it in ...\Documents\Klei\DoNotStarveTogether folder .
Usually there will be written that it failed to generate world because something was not possible to place. This often happens after game updates, where the dev add a new required something, like the monkey island stuff.
I tried to generate an other world without your mods and it works fine. I don't know how you could reproduce the bug since you seems to not experience it...
I need more information how to reproduce this! there is no problem when I test it!
And which world does not load? The starting preconfigured world? Or some of the later maps? Or the starting word based on your worldsettings?
- added a nil check for maxwelltakler in maxwellendgame (thanks 인민해방전쟁이다 for the bug report)
I currently do not mod DST (only tiny fixes if possible in short time). But feel free to study the code and try yourself or ask another modder to do it.
LUA ERROR stack traceback:
../mods/workshop-1847959350/scripts/prefabs/maxwellendgame.lua:339 in (field) fn (Lua) <338-343>
scripts/scheduler.lua:186 in (method) OnTick (Lua) <164-216>
self =
running = table: 0x45d1c230
waitingfortick = table: 0x48acf270
hibernating = table: 0x3b3092a0
tasks = table: 0xa74aac0
waking = table: 0x5eb9dfc0
attime = table: 0x33384b20
tick = 11179
k = PERIODIC 102447: 1.000000
v = true
already_dead = false
scripts/scheduler.lua:409 in (global) RunScheduler (Lua) <407-415>
tick = 11179
scripts/update.lua:240 in () ? (Lua) <224-298>
dt = 0.033333335071802
tick = 11179
i = 11179
Feel free to integrate this mod for the perfect.
If the crash is caused by my mod (without my mod it does not crash), please let me know the exact steps to reproduce. With only my 2 mods active it does not crash on my side.
I don't know if and what changed regarding mods in the game updates. In games like Crusader Kings 3 the game launcher tells the users after every game update that mods are outdated (not compatible to current game verison, although they are. Not sure if sth like this was implemented to DST?
Anyways, great mod, nice work!